    // JavaScript to interpolate random images into a page.
    var ic = 12;                     // Number of alternative images
    var xoxo = new Array(ic);          // Array to hold filenames
    // Set up the images. These are GIFs, but they don't have to be.
    // You could also save space in your file by including the
    // unchanging part of the image filename (i.e. 'inline/imageSample'
    // and '.gif') in the 'writeln' statement below, and just storing
    // the part of the image name that actually changes. Used this way
    // you could reference a very large number of different images while
    // keeping the file size small.
xoxo[0] = "index1.gif";
xoxo[1] = "index3.gif";
xoxo[2] = "index8.gif";
xoxo[3] = "index6.gif";
xoxo[4] = "index4.gif";
xoxo[5] = "index2.gif";
xoxo[6] = "index7.gif";
xoxo[7] = "index5.gif";
xoxo[8] = "index9.gif";
xoxo[9] = "index10.gif";
xoxo[10] = "index11.gif";
xoxo[11] = "index12.gif";

    // pickRandom - Return a random number in a given range. If we're running
    // on an older browser that doesn't support 'Math.random()', we can fake
    // it by using the current time. This isn't ideal for mission-critical
    // security applications, but it's fine here. Note that we divide the
    // current time by 1000 to get rid of the milliseconds which Navigator
    // doesn't seem to take into account.
function pickRandom(range) {
if (Math.random)
return Math.round(Math.random() * (range-1));
else {
var now = new Date();
return (now.getTime() / 1000) % range;
}
}
// Write out an IMG tag, using a randomly-chosen image name.
var choice = pickRandom(ic);
